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Motion Generation

Move from a broad creation goal to a clearer playable direction faster in Seele AI.

Produce loopable, retargetable character motions with real weight.

Intent → iteration → handoff
Cinematic humanoid character motion scene used as the Motion Generation cover
Illustrative cinematic cover—not evidence of loop continuity, root motion, or retargeting quality.

The working loop

From Motion Brief To Engine-Ready Review

01

Define The Motion Language

List each clip and set character scale, style, weight, tempo, camera readability, in-place versus root-motion behavior, and reference beats. Seele turns the brief into a structured humanoid motion request with consistent timing and naming targets.

Outcome
Motion list, timing notes, root-motion policy, and silhouette references.
02

Generate And Retarget The Clips

Specify source and destination skeletons, bone mapping, joint limits, foot contacts, loop boundaries, and root trajectory. Seele creates motion candidates for the requested idle, locomotion, combat, landing, and reaction clips.

Outcome
Named animation candidates with loop and retargeting notes.
03

Review In The Target Engine

Inspect weight, timing, balance, contacts, foot sliding, loop seams, root motion, skeleton deformation, transitions, and import scale. Seele keeps revisions and export requirements aligned for FBX or glTF handoff.

Outcome
Human-reviewed clip set and engine handoff checklist.

What leaves the page

Motion Handoff Outputs

Named Humanoid Clip Set

Idle, walk, run, dodge, strike, jump landing, hit reaction, and other requested clips with consistent naming and timing targets.

Loop And Root-Motion Specification

Loop boundaries, in-place or translated variants, root trajectory, contact events, and transition notes for each clip.

Retargeting And Export Checklist

Source-to-target skeleton mapping, joint and scale checks, FBX or glTF settings, and destination-engine validation steps.

Fit and limits

Best For And What Still Needs Review

Best for

  • Briefing a coherent humanoid idle, locomotion, combat, landing, and reaction set
  • Making weight, timing, silhouette, foot contacts, loop seams, and root motion explicit
  • Preparing skeleton mapping, clip naming, and FBX or glTF engine handoff requirements

Still needs human review

  • Balance, weight transfer, contact timing, foot sliding, penetrations, joint limits, and silhouette readability
  • Loop continuity, root trajectory, transitions, retargeting deformation, skeleton mapping, and destination-rig behavior
  • Clip naming, scale, axes, event timing, licensing, FBX or glTF export settings, engine import, and final production quality

Before you start

FAQ

What should I include in a 3D character motion prompt?

Name the clips, character scale and style, physical weight, tempo, anticipation and follow-through, key silhouettes, foot and hand contacts, in-place versus root-motion behavior, loop boundaries, source and target skeletons, clip naming, and target FBX or glTF pipeline.

Can the motion clips loop seamlessly?

Ask for matching start and end pose, velocity, root transform, foot phase, and contact state, then inspect the seam in a repeated playback cycle. A generated loop still needs human review for pops, drift, acceleration discontinuities, and foot sliding.

How should I handle root motion and in-place animation?

Decide per clip whether translation and rotation live on the root or are removed for gameplay control. For locomotion, compare both variants, verify trajectory and facing, and check that the engine's root-motion settings match the exported skeleton.

Will the clips retarget cleanly to my humanoid rig?

Retargeting depends on bone hierarchy, rest pose, proportions, mapping, joint orientation, and constraints. Test every clip on the destination skeleton and correct contact offsets, hip height, limb reach, joint limits, and deformation before shipping.

What does the result proof show?

It shows seven sampled frames from CesiumMan's official 125-frame animated screenshot in the Khronos glTF Sample Assets repository. The underlying model is described as animated and skinned and is licensed by Cesium under CC BY 4.0 with trademark limitations. This third-party contact sheet is not SEELE output and proves visible pose progression only; it does not prove that SEELE generated, looped, or retargeted the animation. Source: https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/CesiumMan

Next move

Build Motion Generation faster in Seele AI

Turn a rough creation goal into a clearer prompt, direction, and next step inside Seele AI.

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